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				Recoil?
				Posted: Thu Jun 21, 2012 10:06 am
				by Hece
				Is there any way to make recoil whitout ACS?
			 
			
					
				RE: Recoil?
				Posted: Thu Jun 21, 2012 10:47 am
				by Dark-Assassin
				
			 
			
					
				RE: Recoil?
				Posted: Thu Jun 21, 2012 11:46 am
				by Ænima
				http://zdoom.org/wiki/A_SetPitch
I'd recommend the ACS method though because it's much more flexible.
 
			 
			
					
				RE: Recoil?
				Posted: Thu Jun 21, 2012 12:24 pm
				by XutaWoo
				
Only if you don't know what you're doing. :V
...
Okay it still involves ACS but I'm pretty sure A_SetPitch will be able to be predicted easier by Zandornum soooo.
 
			
					
				RE: Recoil?
				Posted: Thu Jun 21, 2012 2:09 pm
				by Ivan
				A_SetPitch is not even on Zandronum. It's kind of unclear what he asks for, really. You can use SetActorPitch for the pitch one or what Dark-Assassin said for the kickback.
			 
			
					
				RE: Recoil?
				Posted: Thu Jun 21, 2012 2:18 pm
				by Ænima
				XutaWoo wrote:
Only if you don't know what you're doing. :V
 
By "flexible" I mean you can give your recoil its own function and do stuff like I did and make it so players can scale or toggle it based on their prefrences. :V
 
			
					
				RE: Recoil?
				Posted: Thu Jun 21, 2012 2:52 pm
				by Minigunner
				
A_Recoil (
force * cos(pitch))
Because the current one does not account for pitch. At all.
 
			
					
				RE: Recoil?
				Posted: Fri Jun 22, 2012 3:29 am
				by XutaWoo
				Minigunner wrote:
A_Recoil (
force * cos(pitch))
Because the current one does not account for pitch. At all.
 
...That'll send people backwards or forward depending on whether they're looking up or down.  

 
			
					
				RE: Recoil?
				Posted: Fri Jun 22, 2012 3:36 am
				by Ijon Tichy
				no, cos starts at 1, so it works
cos(45°) == sqrt(2)  // == -0.125 pitch
cos(-45°) == sqrt(2) // == 0.125 pitch
			 
			
					
				RE: Recoil?
				Posted: Fri Jun 22, 2012 3:16 pm
				by XutaWoo
				Oh, okay.
...you'd still want to use an ACS script or wait for A_ChangeVelocity, because it doesn't make sense to have three-dimensional recoil that only affects the player on the two-dimensional plane.
			 
			
					
				RE: Recoil?
				Posted: Fri Jun 22, 2012 5:10 pm
				by Minigunner
				I also use ThrustThingZ with 8x the force and with sin(pitch) instead of cos(pitch).